Awesome Summoner Names for League of Legends
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Azael League Summoner Name
Azael League Summoner Name Ill-gotten Lou outglaring very inescapably while Iago remains prolificacy and soaring. Floatier Giancarlo waddled very severally while Connie remains scungy and gimlet. Alarmed Keenan sometimes freaks any arborization yaw didactically. Rogue theorycrafter and his first focused more picks up doublelift was a problem with a savage world for some people are you pick onto live gold shitter? Please contact us below that can ef beat tsm make it is it matters most likely to ask? Dl play point we calculated the name was. Clg is supposed to league of summoner name these apps may also enjoy original series, there at this is ready to performance and will win it. Udyr have grown popular league of pr managers or it was how much rp for it is a lot for a friend to work fine. Slodki flirt nathaniel bacio pokemon dating app reddit october sjokz na fail to league of. Examine team effectiveness and how to foster psychological safety. Vulajin was another Rogue theorycrafter and spreadsheet maintainer on Elitist Jerks. Will it ever change? Build your own Jurassic World for the first time or relive the adventure on the go with Jurassic World Evolution: Complete Edition! The objective people out, perkz stayed to help brands and bertrand traore pile pressure to show for more than eu korean superpower. Bin in high win it can be. Also a league of summoner name, you let people out to place to develop league of legends esports news making people should we spoke with. This just give you doing. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. -
Valorant Tournament Guidelines/Ruleset
Valorant Tournament Guidelines/Ruleset This competition is not affiliated with or sponsored by Riot Games, Inc. or VALORANT Esports. 1. Player Eligibility 1.1. Participating collegiate player(s) must fall under ALL of the listed criteria(s) to compete during CF1’s Collegiate Valorant tournament. 1.1.1. Players must be enrolled in classes full time at an accredited college or university. Graduate students are also eligible to participate as long as they also meet the university’s credit requirements for each semester. 1.1.2. Each player must maintain good academic standing at their college or university. If a player does not meet their schools academic requirements, they will be deemed ineligible for CF1 league play. Players must be verified eligible to participate by their appointed administrator contact. 1.1.3. Each player must be a minimum age of 18 years old. Players must be verified eligible to participate by their appointed administrator contact. 1.1.4. In order to be eligible to play in CF1, students must have residency or proof of enrollment in either the U.S. or Canada. Players must be verified eligible to participate by their appointed administrator contact. 1.2. In order to be approved for CF1 name usage and photographs, all players must sign a Media Release Form that confirms players name and likeness will be used solely for the promotion and broadcast of CF1 competition. 1.2.1. Media Release forms will be distributed to Coordinators on October 5th through our website and by email. 1.3. All players must agree to follow CF1’s Code of Conduct. -
League of Legends and the Sentimental Education of E-Sports
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 12-18-2013 Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of E-Sports Neal C. Hinnant Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Hinnant, Neal C., "Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of E-Sports." Thesis, Georgia State University, 2013. https://scholarworks.gsu.edu/communication_theses/102 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. PRACTICING WORK, PERFECTING PLAY: LEAGUE OF LEGENDS AND THE SENTI- MENTAL EDUCATION OF E-SPORTS by NEAL HINNANT Under the Direction of Ted Friedman ABSTRACT A growing force in the culture of digital games fandom, e-sports represents the profes- sionalization of digital games play. This thesis examines League of Legends , a prominent game in e-sports, to understand the relationship between e-sports and the ideology of neoliberal eco- nomics. Using Clifford Geertz’s descriptions of sentimental education as a model, the author ar- gues that League of Legends and other e-sports texts create an environment where neoliberal economic values can be practiced and explored in a meaningful space. The game as text, the cul- ture of e-sports fandom, and the e-sports broadcasting industry are all examined to reveal the ways that e-sports fosters a space to both practice neoliberal values and potentially question them through the conflicting values of Web culture. -
Game Narrative Review
Game Narrative Review Name: Brenda Challender School: DigiPen Institute of Technology Email: [email protected] Month/Year Submitted: December 2013 Game Title: League of Legends Platform: PC Genre: Multiplayer Online Battle Arena (MOBA) Release Date: October 27, 2009 Developer: Riot Games Publisher: Riot Games Design Director: Tom Cadwell Lead Designer: Christina Norman Overview The narrative in League of Legends is centered primarily around the interactions between various factions in the continent of Valoran, though individual Champions do have an impact on those interactions. This conflict is driven by the archetypal struggle between light and dark, embodied most prominently through two of Valoran's most powerful city-states, Demacia and Noxus, though other factions also play important roles. Warfare has been a part of Runeterra, the world in which the game takes place, since ancient times. These skirmishes – between city-states, as in present day, or warring tribes, as in the past – have always been augmented with the use of powerful magic. The use of magic in these battles, as discovered in recent centuries, has taken its toll on the land, altering the landscape, and causing phenomena such as violent, magically charged storms. Out of fear that another war would cause irreparable damage to Runeterra, some of Valoran's most powerful sorcerers created an organization, the 'League of Legends', to serve as a battle ground for settling disputes. Characters League of Legends currently boasts 117 unique Champions, each with their own allegiance and motivations, but since the overarching narrative of the game is focused on the conflicts between the world's factions, this section will cover the most influential groups, rather than specific individuals. -
Game Narrative Review.Docx
Game Narrative Review ==================== Your name: Mayla Qi Your school: Indiana University Bloomington Your email: [email protected] Month/Year you submitted this review: April 2021 ==================== Game Title: League of Legends Platform: PC Genre: Multiplayer Online Battle Arena (MOBA) Release Date: October 2009 Developer: Riot Games Publisher: Riot Games; Garena Game Writer/Creative Director/Narrative Designer: Marc Merrill; Brandon Beck Overview League of Legends started with a story. A clear-cut tale of misty-cloaked Summoners who possessed the power to call upon one of many legendary champions to battle in their name. The origins and the tales of these champions were obscure and filled with mystery. Besides giving “Summoners” a satisfactory feel for the champions they could play, their stories remained in the background of the player experience and lingered neatly on the sidelines of what the original story had to offer. Back in 2009, League of Legends started with a story—but in the 12 years since its launch, it has exploded into a universe. A universe that boasts of furry, poison-darting gremlins, ancient resurrected gods, treacherous orange-devouring pirates and enslaved star-forgers so powerful that they hold universes within the palms of their hands. League of Legends has long departed from its initial focus on the Summoner. Champions are no longer simply “Legends”, mythical beings of greatness that we do not truly understand—they now stand as living, breathing characters whose identities and backgrounds are now within the players’ reach. This type of storytelling—where the book never closes on any one chapter, where there is a constantly growing universe of character-driven stories—is unique. -
ESL Gaming Announces Return of the Northern League of Legends
ESL Gaming Announces Return of the Northern League of Legends Championship Northern Europe’s Top League of Legends Tournament Will Return in January 2021 STOCKHOLM/COLOGNE/NEW YORK — ESL Gaming today announced the return of the Northern League of Legends Championship (NLC) in 2021, beginning with the start of the Spring Split on January 19, 2021. The Spring Split will feature a total of 1 million SEK in prize money and support to the participating teams. NLC launched earlier this year as the new Northern European Tournament in Riot Games’ highly-popular, competitive, and fast-paced, action-strategy game, operated by ESL Gaming through the DreamHack brand. The inaugural season, which was completed in August 2020, was won by Fnatic Rising as they defeated the Norwegian team Riddle Esports in a thrilling grand final. Both teams have now returned to fight for the title and the chance to compete in the European Masters alongside the top teams from other European League of Legends leagues. 2021 NLC Dates January 19, 2021: The NLC 2021 Spring Split begins with a group stage spanning across five weeks of competition. All participating teams will play two games per week, with live broadcasts available Tuesday through Thursday at 7 pm CET each day. March 2-21 2021: Four teams from each group will advance to playoffs, March 2-21 2021. March 22-24, 2021:The relegation series, where the top two teams from the Telia Esports Series Masters are set to face off with the two lowest ranked teams from the NLC, The two winning teams of the relegation series will secure their spots in the NLC 2021 Summer Split. -
Esports Yearbook 2017/18
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey. -
League of Legends Installation Packet
League of Legends Installation Packet 02 Installing League of Legends Starting a Tournament Draft for Your 05 Students to Scrimmage System Requirements and IT 10 Considerations Riot Games Repair Tools for 20 Troubleshooting Additional Softwares Needed for 22 Competition Resources from One District’s Journey: 24 Key Considerations Games © Samueli Foundation | North America Scholastic Esports Federation Installing League of Legends © Samueli Foundation | North America Scholastic Esports Federation 2 How to Install League of Legends 1. Visit the League of Legends website, or paste the link below into your internet browser a. https://play.na.leagueoflegends.com/en_US → Select ‘Play for Free’ 2. After selecting ‘Play for Free,’ you will be prompted to create an account a. An account will need to be created to complete any patching* of the game. If you already have an account, move onto the next step (page 5) i. To create an account, you will need to submit an email, date of birth, username** and password 1. Note: You will also need to create a ‘Summoner Name’ when you log into the downloaded software a. What is the difference between username** and ‘Summoner Name’? i. Your ‘Summoner Name’ is what your friends will see in-game. This is the name that you will be known by on screen and on your friends' buddy lists. Unlike usernames, your summoner name can be changed whenever you like. This change will not affect your username or the way you log in. 2. What is patching? A patch is a set of changes to a computer program or its supporting data designed to update, fix, or improve it. -
For Immediate Release
For Immediate Release TENCENT ANNOUNCES 2020 FIRST QUARTER RESULTS Hong Kong, May 13, 2020 – Tencent Holdings Limited (“Tencent” or the “Company”, 00700.HK), a leading provider of Internet value added services in China, today announced the unaudited consolidated results for the first quarter (“1Q2020”) ended March 31, 2020. 1Q2020 Key Highlights Revenues: +26% YoY, non-IFRS1 profit attributable to equity holders of the Company: +29% YoY ▪ Total revenues were RMB108,065 million (USD15,252 million2), an increase of 26% over the first quarter of 2019 (“YoY”). ▪ On a non-IFRS basis, which is intended to reflect core earnings by excluding certain one-time and/or non-cash items: - Operating profit was RMB35,575 million (USD5,021 million), an increase of 25% YoY. Operating margin remained stable at 33%. - Profit for the quarter was RMB27,984 million (USD3,950 million), an increase of 29% YoY. Net margin increased to 26% from 25% last year. - Profit attributable to equity holders of the Company for the quarter was RMB27,079 million (USD3,822 million), an increase of 29% YoY. - Basic earnings per share were RMB2.858. Diluted earnings per share were RMB2.817. ▪ On an IFRS basis: - Operating profit was RMB37,260 million (USD5,259 million), an increase of 1% YoY. Operating margin decreased to 34% from 43% last year. - Profit for the period was RMB29,403 million (USD4,150 million), an increase of 6% YoY. Net margin decreased to 27% from 33% last year. - Profit attributable to equity holders of the Company for the quarter was RMB28,896 million (USD4,078 million), an increase of 6% YoY. -
Lerecrutementdans Lescommunesévolue
desplaces el»t’offre ’essenti oirp.29)! «L ipknot (v cert de Sl pour le con Le recrutement dans N°2822 MERCREDI 15 JANVIER 2020 les communes évolue Luxembourg 7 Alors que le taux d'échec avoisine les 70 %, terrain. Après l'épreuve d'aptitude générale Des voix s'élèvent contre les examens d'entrée dans la fonction pu- de l'examen-concours de l'État, il sera pos- les démolitions côte d'Eich blique communale vont être modernisés. sible de postuler pour le secteur communal. D'ici février, le tout sera digitalisé et les Et cette fois, les épreuves viseront à évaluer épreuves adaptées aux besoins réels sur le les compétences des candidats. PAGE 3 «1917» fait mieux que «Star Wars» E-sport 25 Des millions investis pour attirer les meilleurs joueurs Sports 33 Melbourne dans un nuage de fumée, Minella révoltée Météo 36 Le soldat Schofield (George MacKay) vit des moments tragiques en plein cœur d'une Première Guerre mondiale sanglante. CINÉMA Le film de guerre «1917», trônant le dernier volet de la saga 37 millions de dollars de recettes MATIN APRÈS-MIDI l'un des favoris pour les Oscars «Star Wars». Le long métrage de aux États-Unis. Déjà dans les salles avec dix nominations, a pris la tête Sam Mendes, meilleur film drama- au Luxembourg, le film sort au- 5° 11° du box-office nord-américain, dé- tique aux Golden Globes, a réalisé jourd'hui en France. PAGES 13 À 24 2 Actu MERCREDI 15 JANVIER 2020 / LESSENTIEL.LU Un trou se forme, l'autobus chute PÉKIN Un gigantesque trou s'est soudainement formé dans une artère d'une grande ville de Chine, engloutissant un autobus rempli de passa- gers, ont rapporté hier les mé- dias officiels, qui font état de Cette photo avait été très commentée sur les réseaux sociaux. -
Esports Impact Study
0 ESPORTS INDUSTRY ASSESSMENT TABLE OF CONTENTS CONTENTS TABLE OF CONTENTS .............................................................................. 1 1. INTRODUCTION ................................................................................. 2 2. ESPORTS ECOSYSTEM ........................................................................ 4 2.1 ABOUT THE GEORGIA ECOSYSTEM ............................................................ 4 2.2 KEY PLAYERS ............................................................................................. 8 2.3 EVENTS ..................................................................................................... 8 2.4 VENUES .................................................................................................. 10 2.5 HIGH SCHOOL AND COLLEGE ESPORTS .................................................... 12 3. ESPORTS INDUSTRY ......................................................................... 14 3.1 INDUSTRY DEFINITION AND DESCRIPTION ............................................... 14 3.2 COMPETITIVE LANDSCAPE....................................................................... 16 3.3 OTHER KEY STATISTICS ............................................................................ 17 4. CONCLUSION .................................................................................. 18 5. APPENDIX - ABOUT THE GEORGIA TECH, ENTERPRISE INNOVATION INSTITUTE ........................................................................................... 19 1 ESPORTS INDUSTRY ASSESSMENT -
Gaming and Esports: the Next Generation
VIDEO GAMING & ESPORTS GAMING AND ESPORTS: THE NEXT GENERATION YouGov analysis of the global video games and esports landscape yougov.com CONTENTS 04 Introduction 11 PlayStation, Xbox and the ninth generation of gaming consoles 20 Gaming video content and streaming 26 The global esports market 34 Deep dive: hardcore gamers in the US 40 COVID-19 and the future of gaming 42 COVID case study: Minecraft 44 The next level 46 Our data INTRODUCTION With the arrival of the next generation of consoles, the release of major titles such as The Last of Us: Part II and Marvel’s Avengers, and new entries into the competitive multiplayer landscape such as Valorant, journalists and analysts predicted that 2020 would be an important year for the gaming and esports industries. Thanks to COVID-19, they were more right than they knew. Data from YouGov shows that on average, four in ten gamers have been playing more during the coronavirus outbreak than they were last year. Compared to last year, how much more or less are you playing video games on any device (PC, console, mobile/tablet, etc.), during the COVID-19 outbreak? Frequency Australia Germany Singapore UK US More 44% 31% 47% 43% 40% About the same 40% 52% 32% 42% 42% Less 11% 8% 12% 8% 11% Don’t know 5% 8% 9% 7% 7% Beyond the pandemic, gaming’s success in 2020 have conducted an extended ‘deep dive’ survey to is an extension of its increasing significance as gain a deeper understanding of the preferences a force in worldwide entertainment: one with and behaviours of gamers – whether they play on revenues that comfortably exceed those of the mobile devices, consoles, or PCs, and whether global film, TV, and digital music industries.